A few months ago I started my own company because I wanted to invest some time in a few personal projects that I have been unable to work on as an employee, and to get time to improve my skills in certain areas, especially audio. When I graduated from BTH in 2008, one of my goals was to be able to program software synthesizers, and this is where I am at now. I’ve been working on a music tracker called snibbetracker for some time now, and it will be released once it’s finished, hopefully this summer. Other areas I will explore aside from audio are iOS apps and games in various combinations. Palestone is an item from Dark Souls II used to remove enchantments from weapons, giving them a fresh start.
The last weeks I’ve been thinking about how to best separate the different parts of the games I will be making in terms of platform independence and code reusability. The first prerequisite I had was that I wanted to work as native as possible on iOS to be able to have full insight, control and easy access to the Cocoa Touch APIs. The second was that I would be using a software raster with a virtual screen of 256×144 for rendering pixelart graphics. The third was that I wanted the majority of the code to be cross platform. This resulted in a front-end on iOS in Objective-C which takes care of rendering to an OpenGL texture, audio, touch input, network, file handling and persistence.
Made for No More Sweden 2014, gfx and story by @sklettet, tumblr, code and sound by me. A two player game made in WebGL and Web Audio, all audio is synthesized in real time. (only supporting Chrome for now) Story: Cat lost his dog friend on August 1. He decided to go to the Underscape(tm) to retrieve him. But what he found was a worthy opponent for crabhunting and spike avoidage. Witness a true tale of horror and unfriendship in the canine and feline world.
Play Cats & Ghosts (tip: ctrl and + to zoom).